Player & Target Conditions
Conditions allow ExecutableItems users to settle criteria, conditions, or requirements.
playerConditions:
ifSneaking: true
ifSneakingMsg: "&cMy custom error message here"
ifSneakingCancel: true
ifSneakingCmds:
- kill %player%
blockConditions:
ifIsPowered: true
ifIsPoweredCmds:
- test
ifSneaking - Not
Description: Checks if the player is sneaking
Example:
playerConditions:
ifSneaking: false
ifSneakingMsg: '' #<- Here is where you will add the custom message.
ifNotSneaking: true
ifNotSneakingMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is (not) sneaking, the activator will activate.
If the player is flying and descends by pressing the sneak button, the activator will activate. for ifSneaking
Required: NO (Default: false)

Do not enable ifNotSneaking if the condition ifSneaking is enabled as it does not make sense having both enabled
ifSprinting - Not
Description: Checks if the player is sprinting
Example:
playerConditions:
ifSprinting: false
ifSprintingMsg: '' #<- Here is where you will add the custom message.
ifNotSprinting: false
ifNotSprintingMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is (not) sprinting, the activator will activate.
Required: NO (Default: false)
ifFlying - Not
Description: Checks if the player is flying
Example:
playerConditions:
ifFlying: false
ifFlyingMsg: '' #<- Here is where you will add the custom message.
ifNotFlying: false
ifNotFlyingMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player toggles flight by double-clicking the jump button and (not) flies, the activator will activate.
Required: NO (Default: false)

ifBlocking - Not
Description: Checks if the player is holding a shield and right-clicking it (blocking)
Example:
playerConditions:
ifBlockng: false
ifBlockingMsg: '' #<- Here is where you will add the custom message.
ifNotBlockng: false
ifNotBlockingMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is (not) blocking with a shield, the activator will activate
Required: NO (Default: false)

ifGliding - Not
Description: Checks if the player is gliding
Example:
playerConditions:
ifGliding: false
ifGlidingMsg: '' #<- Here is where you will add the custom message.
ifNotGliding: false
ifNotGlidingMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player (not) glides midair with an elytra, the activator will activate.
Required: NO (Default: false)

ifSwimming - Not
Description: Checks if the player is swimming (1.13 Aquatic Update)
Example:
playerConditions:
ifSwimming: false
ifSwimmingMsg: '' #<- Here is where you will add the custom message.
ifNotSwimming: false
ifNotSwimmingMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player jumps into the water and starts swimming in a freestyle position, the activator will activate.
Required: NO (Default: false)

ifStunned - Not
Description: Checks if the player is stunned
Example:
playerConditions:
ifStunned: false
ifStunnedMsg: '' #<- Here is where you will add the custom message.
ifNotStunned: false
ifNotStunnedMsg: ''
// Example of a stun of 5 seconds
- STUN_ENABLE
- DELAY 5
- STUN_DISABLE
Required: NO (Default: false)
ifIsOnFire - Not
Description: Checks if the player is on fire
Example:
playerConditions:
ifIsOnFire: false
ifIsOnFireMsg: '' #<- Here is where you will add the custom message.
ifIsNotOnFire: false
ifIsNotOnFireMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is (not) on fire by falling in lava / walking on fire, the activator will activate
Required: NO (Default: false)
ifIsInTheAir - Not
Description: Checks if the player is in the air.
Example:
playerConditions:
ifIsInTheAir: false
ifIsInTheAirMsg: '' #<- Here is where you will add the custom message.
ifIsNotInTheAir: false
ifIsNotInTheAirMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player has (no) blocks under its feet, the activator will activate.
Required: NO (Default: false)

ifPlayerMustBeOnHisTown
SUPPORTS THE FOLLOWING PLUGINS:
Towny
Description: Checks if the player is on his town.
Example:
playerConditions:
ifPlayerMustBeOnHisTown: true
ifPlayerMustBeOnHisTownMsg: '' #<- Here is where you will add the custom message.
Required: NO (Default: false)
ifPlayerMustBeOnHisClaim
SUPPORTS THE FOLLOWING PLUGINS:
GriefPrevention
Lands
GriefDefender
Residence
Description: Checks if the player is on a claim he/she has permission at.
Example:
playerConditions:
ifPlayerMustBeOnHisClaim: true
ifPlayerMustBeOnHisClaimMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is on a claim he/she owns, the activator will activate.
If the player is on a claim that he/she does not own but has permission, the activator will activate.
Required: NO (Default: false)
ifPlayerMustBeOnHisClaimOrWilderness
SUPPORTS THE FOLLOWING PLUGINS:
GriefPrevention (It reurns valid if the player is in public claim of GriefPrevention)
Lands
GriefDefender
Residence
Description: Checks if the player is on a claim he/she has permission at or in wilderness.
Example:
playerConditions:
ifPlayerMustBeOnHisClaimOrWilderness: true
ifPlayerMustBeOnHisClaimOrWildernessMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is on a claim he/she owns, the activator will activate.
If the player is on a claim that he/she does not own but has permission, the activator will activate.
if the player is on wilderness the activator will activate.
Required: NO (Default: false)
ifPlayerMustBeOnHisIsland
Description: Checks if the player is on his/her island.
Plugins compatible:
IridiumSkyblock
SuperiorSkyblock2
BentoBox
Example:
playerConditions:
ifPlayerMustBeOnHisIsland: true
ifPlayerMustBeOnHisIslandMsg: '' #<- Here is where you will add the custom message
Example Situations:
If the player is on his island, the activator will activate.
Required: NO (Default: false)
ifPlayerMustBeOnHisPlot
SUPPORTS THE FOLLOWING PLUGINS:
PlotSquared
Description: Checks if the player is on a plot he/she has permission at.
Example:
playerConditions:
ifPlayerMustBeOnHisPlot: true
ifPlayerMustBeOnHisPlotMsg: '' #<- Here is where you will add the custom message
Required: NO (Default: false)
ifCursorDistance
Description: Checks if the direction the player looking at is clear or blocked
Example:
playerConditions:
ifCursorDistance: '>5'
ifCursorDistanceMsg: '' #<- Here is where you will add the custom message.
Example Situations:
In ">5", as long as there is air beyond 5 blocks in front of you, the activator will activate
In "<5", if there are air blocks 5 blocks ahead of you, the activator will not activate
Required: NO

ifLightLevel
Description: Checks if the player is on a place with the correct light level
Example:
1playerConditions:2ifLightLevel: ==53ifLightLevelMsg: '' #<- Here is where you will add the custom message.Exit with⌃↩
Example Situations:
If the value is
<5
, the activator will only activate if the light level in the player's location is below 5If the value is
<=5
, the activator will only activate if the light level in the player's location is 5 and below.If the value is
==13
, the activator will only activate if the light level in the player's location is 13.If the value is
>5
, the activator will only activate if the light level in the player's location is above 5.If the value is
>=5
, the activator will only activate if the light level in the player's location is 5 and above.
Required: NO
More Info: You can edit the error message by adding this in the file:
ifLightLevelMsg: "&4&lError you need...."
or in ingame.
If the value is ==13
, the activator will only activate if the light level in the player's location is 13.

==13
, the activator will only activate if the light level in the player's location is 13.
The message in chat runs a SENDMESSAGE %player_light_level%
to indicate the light level in my locationifPlayerExp
Description: Checks if the player has the said amount of experience points.
Example:
playerConditions:
ifPlayerExp: <8
ifPlayerExpMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the value is
<120
, the activator will only activate if the player's experience points is below 120If the value is
<=96
, the activator will only activate if the player's experience points is 96 and below.If the value is
==13
, the activator will only activate if the player's experience points is 13.If the value is
>696
, the activator will only activate if the player's experience points is above 696.If the value is
>=45
, the activator will only activate if the player's experience points is 45 and above.
Required: NO
ifPlayerLevel
Description: Checks if the player has the said amount of experience levels.
Example:
playerConditions:
ifPlayerLevel: <76
ifPlayerLevelMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the value is
<700
, the activator will only activate if the player's experience points is below 700If the value is
<=1296
, the activator will only activate if the player's experience points is 1296 and below.If the value is
==153
, the activator will only activate if the player's experience points is 5.If the value is
>420
, the activator will only activate if the player's experience points is above 420.If the value is
>=99
, the activator will only activate if the player's experience points is 99 and above.
Required: NO
ifPlayerFoodLevel
Description: Checks if the player has the said amount of food
Example:
playerConditions:
ifPlayerFoodLevel: '>=12'
ifPlayerFoodLevelMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the value is
<10
, the activator will only activate if the player's food is below 10If the value is
<=10
, the activator will only activate if the player's food is 10 and below.If the value is
==10
, the activator will only activate if the player's food is 10.If the value is
>10
, the activator will only activate if the player's food is above 10.If the value is
>=10
, the activator will only activate if the player's food is 10 and above.
Required: NO
ifPlayerHealth
Description: Checks if the player has the said amount of health
Example:
playerConditions:
ifPlayerHealth: ==20
ifPlayerHealthMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the value is
<10
, the activator will only activate if the player's health is below 10If the value is
<=10
, the activator will only activate if the player's health is 10 and below.If the value is
==10
, the activator will only activate if the player's health is 20.If the value is
>10
, the activator will only activate if the player's health is above 10.If the value is
>=10
, the activator will only activate if the player's health is 10 and above.
Required: NO

<=10
, the activator will only activate if the player's health is 10 and belowifPosX
Description: Checks if the player is in the said X level.
Example:
playerConditions:
ifPosX: <76
ifPosXMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the value is
<700
, the activator will only activate if the player's X-position value is below 700If the value is
<=1296
, the activator will only activate if the player's X-position value is 1296 and below.If the value is
==153
, the activator will only activate if the player's X-position value is 5.If the value is
>420
, the activator will only activate if the player's X-position value is above 420.If the value is
>=99
, the activator will only activate if the player's X-position value is 99 and above.
Required: NO
ifPosY
Description: Checks if the player is in the said Y level.
Example:
playerConditions:
ifPosY: <76
ifPosYMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the value is
<700
, the activator will only activate if the player's Y-position value is below 700If the value is
<=1296
, the activator will only activate if the player's Y-position value is 1296 and below.If the value is
==153
, the activator will only activate if the player's Y-position value is 5.If the value is
>420
, the activator will only activate if the player's Y-position value is above 420.If the value is
>=99
, the activator will only activate if the player's Y-position value is 99 and above.
Required: NO
ifPosZ
Description: Checks if the player is in the said Z level.
Example:
playerConditions:
ifPosZ: <76
ifPosZMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the value is
<700
, the activator will only activate if the player's Z-position value is below 700If the value is
<=1296
, the activator will only activate if the player's Z-position value is 1296 and below.If the value is
==153
, the activator will only activate if the player's Z-position value is 5.If the value is
>420
, the activator will only activate if the player's Z-position value is above 420.If the value is
>=99
, the activator will only activate if the player's Z-position value is 99 and above.
Required: NO
ifHasPermission - Not
Description: Checks if the player has (not) the said permission.
Example:
playerConditions:
ifHasPermission:
- test.ei
ifHasPermissionMsg: '' #<- Here is where you will add the custom message.
ifNotHasPermission:
- test.ei
ifNotHasPermissionMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player has the permission
custom.jump.yes
, the activator will activate. If the player does not have that permission, it will not activate.The actual condition is not used in this gif to properly display the behavior of the condition. When you actually use this condition, a specific error relays on you
Required: NO
BEST TESTED WITHOUT OP BECAUSE IF YOU ARE OPPED, YOU HAVE ACCESS TO ANY TYPE OF PERM WHICH MAKES THIS PERMISSION USELESS

ifHasTag - Not
Description: Checks if the player has the selected tag.
Example:
playerConditions:
ifHasTag:
- thisisthenameofmytag
ifHasTagMsg: ''
ifNotHasTag:
- thisisthenameofmytag
ifNotHasTagMsg: ''
ifTargetBlock - Not
Description: Checks if the player is (not) selecting the said block.
Example:
playerConditions:
ifTargetBlock:
- SAND
ifTargetBlockMsg: '' #<- Here is where you will add the custom message.
ifNotTargetBlock:
- DIRT
ifNotTargetBlockMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is hovering his/her cursour into sand, the activator will activate.
Required: NO

ifIsInTheBlock - Not
Description: Checks if the player is (not) in a block.
Example:
playerConditions:
ifIsInTheBlock:
material0:
material: COBWEB
ifIsInTheBlockMsg: '' #<- Here is where you will add the custom message.
ifIsNotInTheBlock:
material0:
material: WATER
tags: '{level:0}'
ifIsNotInTheBlockMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is in a COBWEB (head or feets), the activator will activate.
As long as the player is not more than 1 block higher from the block the player is in, the activator will activate
Required: NO (Default: false)
For tags specifications, refer to this list:
ifIsOnTheBlock - Not
Description: Checks if the player is (not) standing on a block.
Example:
playerConditions:
ifIsOnTheBlock:
blocks:
- EXECUTABLEBLOCKS:FREE_HUT
- DIAMOND_BLOCK
Example Situations:
If the player has stone under its feet, the activator will activate.
As long as the player is not more than 1 block higher from the block the player is standing at, the activator will activate
Required: NO (Default: false)

For tags specifications, refer to this list:
ifPlayerMounts - Not
Description: Check if the player is (not) mounting the "entity(es) selected"
Example:
playerConditions:
ifPlayerMounts:
- COW
- SILVERFISH
- FOX
ifPlayerMountsMsg: '&4&l&o[ExecutableItems] &cYou must mount on a specific entity to active the activator: &6%activator% &cof this item!'
ifPlayerNotMounts:
- PIG
ifPlayerNotMountsMsg: '&4&l&o[ExecutableItems] &cdont mount pigs'
ifInBiome - Not
Description: Checks if the player is (not) in the said biome.
Example:
playerConditions:
ifInBiome:
- TAIGA
- EXTREME_HILLS
ifInBiomeMsg: '' #<- Here is where you will add the custom message.
ifNotInBiome:
- EXTREME_HILLS
ifNotInBiomeMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is in the Birch Forest Biome and the Birch Forest Biome is listed in the list of worlds in the
ifInBiome:
condition, the activator will acitvate.
Required: NO

ifInRegion - Not
Description: Checks if the player is (not) in the said region (WorldGuard Region).
Example:
playerConditions:
ifInRegion:
- area1
ifInRegionMsg: '' #<- Here is where you will add the custom message.
ifNotInRegion:
- mySpawnRegion
ifNotInRegionMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is in the "area1" region and the "area1" region is listed in the list of worlds in the
ifInRegion:
condition, the activator will activate.
Required: NO

ifInWorld - Not
Description: Checks if the player is (not) in the said world.
Example:
playerConditions:
ifInWorld:
- world_nether
ifInWorldMsg: '' #<- Here is where you will add the custom message.
ifNotInWorld:
- world_the_end
ifNotInWorldMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player is in the nether and the nether is listed in the list of worlds in the
ifInWorld:
condition, the activator activates.
Required: NO

ifPlayerHasEffect
Description: Checks if the player has the effect(s).
Example:
playerConditions:
ifPlayerHasEffect:
- "SPEED:0" <- (Format: "EFFECT:MINIMAL_REQUIRED_AMPLIFIER")
ifPlayerHasEffectMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player has speed with at least an amplifier of 0, the activator will activate
List of all effects: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html
Required: NO
ifPlayerNotHasEffect
Description: Checks if the player doesn't have the effect(s).
Example:
playerConditions:
ifPlayerNotHasEffect:
- SPEED:2 # if the player has speed 1 = okay, but if has speed 2 or above, invalid
ifPlayerNotHasEffectMsg: '&4&l&o[ExecutableItems] &cYou have an effect that you shouldn''t have to active the activator: &6%activator% &cof this item!'
ifPlayerNotHasEffectCE: false
ifCanBreakTargetedBlock
Description: Checks if the player can break the targeted block
Example:
playerConditions:
ifCanBreakTargetedBlock: true
ifPlayerHasEffectEquals
Description: Checks if the player has the effect(s). MUST HAVE THE EXACT AMPLIFIER
Example:
playerConditions:
ifPlayerHasEffectEquals:
- "SPEED:1" <- (Format: "EFFECT:REQUIRED_AMPLIFIER")
ifPlayerHasEffectEqualsMsg: '' #<- Here is where you will add the custom message.
Example Situations:
If the player has speed with an amplifier of 1, the activator will activate
List of all effects: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html
Required: NO
ifPlayerHasExecutableItems - Not
Description: Checks if the player has (not) the said ExecutableItems.
Example:
playerConditions:
ifHasExecutableItems:
condition1:
multi-choices:
'1':
executableItem: test1
amount: 1
detailedSlots:
- 38
'2':
executableItem: test2
amount: 1
detailedSlots:
- 38
'3':
executableItem: test3
amount: 1
detailedSlots:
- 38
condition2:
executableItem: ddx
amount: 1
detailedSlots:
- 40
The example above works like this.
You must have an ei item with the id either "test1", "test2" or "test3" on slot 38, the activator runs
You must have an ei item with the id "ddx" on slot 40
Required: NO

ifPlayerHasItem - Not
Description: Checks if the player has specific items
Example:
playerConditions:
ifHasItems:
condition1:
multi-choices:
'1':
material: DIAMOND_HELMET
amount: 1
detailedSlots:
- 39
'2':
material: IRON_HELMET
amount: 1
detailedSlots:
- 39
condition2:
material: DIAMOND_CHESTPLATE
amount: 1
detailedSlots:
- 38
ifHasItemMsg: '' #<- Here is where you will add the custom message.
ifHasNotItems:
hasItem0:
material: STONE
amount: 32
detailedSlots:
- -1 #<- -1 means main hand
ifHasNotItemMsg: '&cYou should not have more than 32 stones in your main hand !'
Example Situations:
If the diamond helmet is at the slot 39, the activator will activate
Required: NO
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